Tendril wurms are primitive creatures that dwell beneath riverbanks or in the shallows of temperate swamps. They have a long, thick, eel-like body and tail, with a bulbous head that sprouts numerous tentacle-like tendrils. It swims like an eel, undulating its body left and right to move forward, while its tendrils flow back along its body like the mane of a lion. When it locates prey, the tendrils whip forward and attempt to grip the prey and draw it into its circular maw, which is ringed with teeth.
Adults can have a body over 25 feet long, with tendrils up to 10 feet long. They are diurnal, and do not typically prey on humanoids, preferring small aquatic creatures such as fish, mollusks and other invertebrates; however, the females are extremely protective of their young and have a reputation of killing any creature that disturb their nests, eggs, or hatchlings. So, just like venomous snakes, they can be a danger to anyone who is not careful. Females lay up to 6 eggs, which are about the size of a coconut. They will come to the aid of any hatchling within a league which is in trouble, easily found by the wurm because they emit a high-pitched squeal that, though inaudible to humanoids, can be heard by a female tendril wurm from over a quarter league away if the egg is above water, and over a league away if underwater.
—Shon Averett, Endamas Zoology
Tendril Wurm
| Characteristics | CV | 4 | |||
| Stat | Score | % | Speed | 5’. Swim 40’ | |
| STR | 16 | 80 | HPA measure of the relative health of your character, represen... More | 40 | |
| CON | 16 | 80 | Dmg Mod | +1d6 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 24 | 120 | AVThe numeric value representing how much damage armor absorbs... More | 5 | |
| INT | 5 | 25 | Class | Monster | |
| ACU | 8 | 40 | Type | Navirite | |
| DEX | 14 | 70 | Horror An optional system where your character’s mental health is ... More | 2/1d8+1 | |
| SOC | 2 | 10 | Treasure | Harvestables | |
- Attack: (6) Tendril 75% 1d6+4+dm and Grab; Bite* 90% 1d6+5+1d6 (Feeding Grip only)
- Skills: Dodge 65%, Grapple 80%, Hide 55%, Listen 70%, Spot 70%, Stealth 55%, Survival 60%, Swim 85%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Aquatic, Feeding Grip, Grab, Hatchling Cry, Tendril Reach 10’
- Weaknesses: None
- Habitat: Temperate marshes, swamps, and rivers
- Encounter: Solitary or Clutch (1 Mother and 1–6 young)
*must be grappled.
SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More Note
Large (SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More 24) = -10% to Hide/Stealth/Dodge (already applied)
Grab
When a Tendril attack hits a creature, the wurm may immediately attempt an opposed Grapple Heroic Action against the target. If the wurm succeeds, that tendril wraps around the creature and the target becomes Grappled.
Each of the wurm’s six tendrils can hold a separate target, or several can be used against the same creature.
A trapped creature can use its action to attempt an opposed Grapple Heroic Action to break free.
Feeding Grip
If a creature smaller than the wurm’s size is grabbed, the tendril wurm can attempt to drag it into its circular, many-toothed maw. The wurm and victim make an opposed STR Heroic Action. If the wurm succeeds, it pulls the victim into its maw and immediately inflicts Bite damage.
The victim remains Grappled, and the wurm can automatically inflict Bite damage on subsequent rounds as long as it maintains the Feeding Grip.
The wurm cannot swallow a humanoid-sized creature whole.
Tendril Reach
The tendril wurm’s long feeding tendrils have 10’ Reach.
Aquatic
A tendril wurm can breathe underwater and moves through water with a Swim Speed of 30’. Its cumbersome body reduces its land Speed to only 5’.
Hatchling Cry
When threatened or injured, a young tendril wurm emits an extremely high-pitched distress cry that humanoids cannot normally hear.
A mother can hear the cry from approximately ¼ league away above water or 1 league away underwater. A nearby mother will instinctively move to protect the threatened hatchling.
Reagents & Remnants
Tendril Wurm Tendril (Remnant)
The tough, flexible tendrils retain much of their elasticity after death. Properly cured, they are useful for crafting ropes, whips, bindings, and other flexible equipment.
Value: 75 gp each
Harvesting Difficulty: Average
Wurm Hide (Remnant)
The thick, slick hide of an adult tendril wurm is naturally resistant50% automatic damage reduction to magical AoE effects (no ne... More to water and remains remarkably supple when cured. It is prized for waterproof clothing, packs, and light armor.
Value: 150 gp
Harvesting Difficulty: Average
Resonance Sac (Reagent)
Located near the throat, this small organ produces the high-frequency calls used by hatchlings to summon their mothers. It is useful in magical items involving sound, communication, or calling creatures across great distances.
Value: 250 gp
Harvesting Difficulty: Very DifficultYour skill is halved when a task is harder than average, whi... More